class TFParaBombfire extends TFProjectileFire;

simulated function projectile SpawnProjectile(Vector Start, Rotator Dir)
{
    local TFParaTBomb g;

    g = Spawn(class'TFParaTBomb',,, Start, Dir);
    if (g != none)
    {
        g.Velocity = 100 * Vector(Dir) + Instigator.Velocity;
    }
    return g;
}

function StartBerserk()
{
}

function StopBerserk()
{
}

defaultproperties
{
     ProjSpawnOffset=(X=12.000000,Y=10.000000,Z=-7.000000)
     bSplashDamage=True
     bRecommendSplashDamage=True
     bTossed=True
     bModeExclusive=False
     FireLoopAnim=
     FireEndAnim=
     FireSound=Sound'TFMedia.Bomber.JPreleaseBomb'
     FireForce="AssaultRifleAltFire"
     AmmoClass=Class'taskforces.TFBomberAmmo'
     AmmoPerFire=1
     ShakeRotTime=2.000000
     ShakeOffsetMag=(X=-20.000000)
     ShakeOffsetRate=(X=-1000.000000)
     ShakeOffsetTime=2.000000
     ProjectileClass=Class'taskforces.TFParaTBomb'
     BotRefireRate=0.250000
}
